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dobu gabu maru

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Status Updates posted by dobu gabu maru

  1. Panophobia Dev Diary #1: How is there a name for "Fear of Running Water" and "Fear of Fabrics", but nothing for "Fear of Being Paralyzed"??????

    1. Show previous comments  2 more
    2. dobu gabu maru

      dobu gabu maru



    3. Ichor


      ginsuphobia - the fear of infomercials


    4. dobu gabu maru

      dobu gabu maru

      ^ Yeah they even having the fear of MOVEMENT but not the fear of "not moving". WHAT GIVES?

  2. These were two of the draft sheets I used while making my last puzzle map, Perplexed!. The top section had me trying to figure out what ways I can gate the player from reaching the exit as well as all the mechanics I had planned to thwart the player. Originally I thought about gating off the tower of hanoi switches in each section, since if the player completed that, they'd be able to exit the map. I ended up deciding against that however, since it would more or less offer a "suggested path" to the player, since they'd see certain switches as easy to hit and others as much harder, which would naturally make them want to find a way to the hard switches. So instead I broke the exit up into two sections (move the tower of hanoi to the middle & raise the flunnies), and found ways to incorporate the mechanics into achieving both ends.


    The bottom of the sheet isn't my original draft of the map, but instead the outline intended for the in-game map. There was a lot of text so I had to find ways to shorten everything and try and represent concepts by their in-game visuals instead of their names, which was interesting. It was way more dificult coming up with the "step by step" guide on skill 2, since I barely had room to write in a 256x256 space, and had to leave off most of the details (like leaving the blikblok facing east if you go to exit).


    This was definitely the busiest map I've made to date, and part of the reason why I didn't go out of my way to really spruce up the visuals and add a lot of unique lighting is that I spent foreverrrr planning and writing dialogue that I was done with the map by the time it all worked.


  3. I'm at that phase with my current map where I'm near the end and I have no idea if I hate it or like it.

    1. Steve D

      Steve D

      We all been there. Is this your new puzzle map?


    2. Catpho


      Stop strengthening my anxiety on making maps Dobu!

    3. NuMetalManiak


      It's a good idea to not think too hard in a case like this. Release it and care less about reception.

  4. Making decent progress on my next puzzle map, hopefully it'll be finished soon




    1. Show previous comments  4 more
    2. dobu gabu maru

      dobu gabu maru

      No, the one we were working on is when you slide a block across ice and stuff. But instead of sliding, it'd just be pushing

    3. Linguica


      I meant the tile one

    4. dew


      I for one am not fooled. That's no map, that's a pizza with shockingly scarce toppings! 0/5

  5. I've appropriately named my zekhmet puzzle map


    1. Show previous comments  2 more
    2. dobu gabu maru

      dobu gabu maru

      In case anyone is wondering how the map is coming along


    3. Catpho


      Hah, love that dobu. Will there be any puzzles related to nature ;)


    4. dobu gabu maru

      dobu gabu maru

      Nah, just bartering

  6. Drafted up two more maps; the left layout is for UDINO E4M8 "Unto the Cruel", and the right layout for Marcaek's next project. Been trying to work with less rigid room layouts (ie they don't adhere to the cardinal directions), and maps that take less than like an hour to beat :P These are among the last community maps I'm going to make for a looong while, so hopefully they turn out well.


  7. I'm a long, loooooooong way away from even starting this, but I came up with a neat title image for MNENMA, should I ever make it.


  8. Been trying to think of how to improve the layout of this fight. One "square" represents a 128x128 playspace, the black blocks are solid walls, and the red blocks are lava (5/10% damage). The original version is at the top, while a variety of permutations are below. The original layout works fine, but it doesn't stop the player from circle strafing the entire time, even when enemies emerge from the outside. The general gist of the fight is that the player fights imps and HKs once they enter the room, then two viles emerge from the middle, then a swarm of imps come out from some closets along the walls. Will have to sleep on this one and contemplate it with a clear head.



    1. antares031


      What about filling the entire room with lava, leaving some small stepping stones around, and throw a couple of rad suits? This timelimit may motivate the player more aggressive.

    2. Linguica


      Why not make the lava a random perlin-noise pattern or something? Making it truly "random" and not easily learnable

  9. Well shit, I guess this thing is a full blown project now


    1. Catpho


      BBBut can we at least play frozen exuviae as a demo?

      Pretty please?

    2. dobu gabu maru

      dobu gabu maru

      It'll be included! Debating on whether to release it soonish or wait for Joel to play through Frozen Exuviae or not

  10. Made a voodoo doll blueprint for one of my maps, since it was getting really complicated on the overhead view and I had to replicate it a couple of times. It's essentially a GBC Zelda-esque puzzle where the player walks across certain sectors and then hits a switch, and the path they walked will raise. I make it so that in order to progress, they'll have to raise a specific number of sectors


    Here's the mechanic in action (gif)





    1. durian


      I love clever stuff like this - great work!

  11. In case anyone is curious how I make puzzles, this gives a little insight into my insanity:






    The DB picture is of the puzzle in question; on paper I usually start with a "solution" in mind and work backwards with how I want the player to achieve it. In this case I was trying out different platform heights (listed as 1-6) and attempting to come up with ways for the player not to achieve the solution by any other means. This requires serious consideration regarding where each of the corresponding six "platform raising" switches are placed, as I want the player to find only one combination that works. Given how versatile and speedy Doomguy is too, this is can be quite vexing to figure out, since strafing allows the player to skip over surprisingly wide gaps. To get this properly working I had to use a one-way drop for two switches, make one switch unavailable if a different one is hit, and place one switch in a pit that requires you to hit it three times to escape. Fun stuff.







    I'M NOT.


    1. Demon of the Well

      Demon of the Well

      Dobu Gabu Maru. The Abyss. Staring contest.


      Who blinks first?

    2. dobu gabu maru

      dobu gabu maru

      I've already lost to the abyss—that's why I make Doom maps in the first place. Where do you think I draw my inspiration from?

  13. My Panophobia laundry list is set! Now to actually start working on it...



    1. Eris Falling

      Eris Falling

      I haven't forgotten :)

  14. Boy oh gee wiz do I wish Back to Saturn X E3 would come out soon

    1. Show previous comments  6 more
    2. Tarnsman


      And now 20% of E3M6's linedefs have vanished into the void. Thanks Dobu!

    3. Marcaek


      Not good enough, you need to format the drive, smash it with a hammer, put it in a locked crate with powerful electromagnets and fire it into the sun


      step it up turmsman

    4. dobu gabu maru

      dobu gabu maru

      More like turdsman amirite?


      Take your time with it fellas, I'm merely lamenting my Doom-related woes.